Single Player bugs and crashes v43 plus (SVN) - After January 2023

started a brand new everything this time, same results, other countries not building other cities and it isnt because of the barbarians, which on this u can see none around at all.

At this point C2C is completely UNPLAYABLE.....
I've highlighted the problem but anyone who can do anything about it is likely to only return after Easter.
 
I've highlighted the problem but anyone who can do anything about it is likely to only return after Easter.
I'm not sure there IS (much of) a problem.
It's very probably just a combination of specific rules that results in AI being "afraid" of expansion, or something.
They do build cities in most of MY games, lol - unless I actively TELL them not to (like, One City Challenge, for example).
 
this is a completely different type map and still NO cities being built, and in the pic there should be barbarian cities also being built, also, in the map there should be like 10 countries being in the map BUT only 3 appear??

thought it might be in the "world" map, but this is happening all the naps i am playing. . .
You see the number of civs on the map during the preparation before the game start.
If it shows 3 - you'll get 3, lol.
 
You see the number of civs on the map during the preparation before the game start.
If it shows 3 - you'll get 3, lol.
not on this kind of map u dont, u only get to choose the country u play ..
 
not on this kind of map u dont, u only get to choose the country u play ..
Do you mean that you only see one civ altogether - or you see a list of choices that are already there, but you must choose from the premade list?
The former is weird, and the latter actually shows you the total number of civs present at start, lol.
 
only get to choose the player u want to play, thats it. .
Define "choose".
There's only one drop-down menu for ONE civ choice that becomes your civ?
There's a list of civs that you have to choose one FROM?
Again, the former is weird, and the latter shows you how many civs will be there on turn 1.
By "weird" I mean that it's kinda like a scenario where there's only one PLAYABLE civ on the map, but there are some more that are non-Barb NPCs.
It can be done, but never as a RANDOM map - the way you make such scenarios automatically means that it's NOT random.
 
ok this r the chooses from start to play.... 6 picks, thats it...
Okay, tested and checked the file.
No idea, honestly.
There shouldn't be any reason for this number of civs, or not that I see any.
I'd call it a bug, but I rather think we are both missing some trick there.
 
I have same problem. Playing Gigantic PerfectWorld2f map with modified size of map (282x191), 32 civs at start at game, extra civs modpack, eternity speed. Some civs were erased by Tsunami event, some emerged from barb cities. I am at middle of ancient era now, i have 7 cities, single one civ living on big separate island have 13 cities, one civ which emerged from barb civs have 2 cities, and ALL other civs have 1 city, and they are in the middle of ancient era too.

Tsunami event was erasing coastal civs, at one turn it destroyed mine, - i had to rollback some turns. So i manually turned off destroying city option for that event in XML file. This event should be either removed or redone or made optional - destroying civs (1 city ones in prehistoric) by random event is very unbalanced.

p.s. on 1st screen there is this 13 cities civ, on 2nd you can see other civs scores and cities number, on 3rd screen my settings. I also noticed that although i have Always Raze option turned off - cities were razed when captured.
 

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I have same problem. Playing Gigantic PerfectWorld2f map with modified size of map (282x191), 32 civs at start at game, extra civs modpack, eternity speed. Some civs were erased by Tsunami event, some emerged from barb cities. I am at middle of ancient era now, i have 7 cities, single one civ living on big separate island have 13 cities, one civ which emerged from barb civs have 2 cities, and ALL other civs have 1 city, and they are in the middle of ancient era too.

Tsunami event was erasing coastal civs, at one turn it destroyed mine, - i had to rollback some turns. So i manually turned off destroying city option for that event in XML file. This event should be either removed or redone or made optional - destroying civs (1 city ones in prehistoric) by random event is very unbalanced.

p.s. on 1st screen there is this 13 cities civ, on 2nd you can see other civs scores and cities number, on 3rd screen my settings. I also noticed that although i have Always Raze option turned off - cities were razed when captured.
Yes, now it definitely looks like a bug. And a weird one.
 
I'm on the second latest SVN. On a 68-tile island with one barb city that became China. They did build a second city, but I razed it and they haven't tried again - early/mid Ancient.

Should I check in WB what everyone else has? It's a spoiler, but otoh I am curious.
 
ok this r the chooses from start to play.... 6 picks, thats it...and no barbs at all
What happens when you choose Full Game vs Scenario?

When this selection page was changed it caused me some confusion. Wish it had not been "re-written". Don't mind extra Options but why change the original "selections" names?
 
Hello,
playing on v44.BETA.8104
I found some weird behaviour with Neanderthal Scouts (when getting them via Neanderthal culture in first age). They have this feature of being AT PEACE with humanoid NPCs, which works somewhat (barbarians/neanderthals can't attack them, HOWEVER they TRY by moving into them anyways).....however when such scout moves through neanderthal/barbarian city, they raze it as if they conquered it (normally defended city, just the fight doesn't happen because they are at peace with defenders...). I think such city behaviour is not intended.

View attachment 687635
Thanks for the report, I know why it is razing cities when it shouldn't.
 
I have same problem. Playing Gigantic PerfectWorld2f map with modified size of map (282x191), 32 civs at start at game, extra civs modpack, eternity speed. Some civs were erased by Tsunami event, some emerged from barb cities. I am at middle of ancient era now, i have 7 cities, single one civ living on big separate island have 13 cities, one civ which emerged from barb civs have 2 cities, and ALL other civs have 1 city, and they are in the middle of ancient era too.

Tsunami event was erasing coastal civs, at one turn it destroyed mine, - i had to rollback some turns. So i manually turned off destroying city option for that event in XML file. This event should be either removed or redone or made optional - destroying civs (1 city ones in prehistoric) by random event is very unbalanced.

p.s. on 1st screen there is this 13 cities civ, on 2nd you can see other civs scores and cities number, on 3rd screen my settings. I also noticed that although i have Always Raze option turned off - cities were razed when captured.
We have a new guy working on modding events, I'll look into what he changed in the tsunami event.
 
Ok, new SVN revision is being built, it has a fix to AI not training settlers, and the scout razing barb cities without a fight situation, they now enter barb cities without razing it as they should with their new ability to coexist with barbs.

I'll look into why AI is not training settlers at the moment on latest SVN.
They weren't training settlers because they thought they needed many dozens of hunters more than they needed settlers (they will try to fill 20% of the need for hunters before training settlers, the need will reduce the less unowned land there is on the landmass), revised the formula for how many hunters they feel they need at any given time, from "a lot a lot" to something reasonable.
 
On the city build list, the Name sort doesn't work. All the others are fine.

When a unit has moves left after an attack, its command panel disappears. You have to select another unit, and when you come back to it it's fine again.
 
When a unit has moves left after an attack, its command panel disappears. You have to select another unit, and when you come back to it it's fine again.
That's extremely OLD and annoying, because often units "remember" their previous turn's attack orders, so they auto-repeat them the next turn (at least definitely moving to the free space).
I way too often have to select-deselect them immediately after the attack to cancel these "memories".
Very annoying.
 
On the latest SVN, I started a new game as Neanderthal. I build cottages and hamlets and they are invisible. Screen shot attached. Red X is where the cottage supposed to be.
 

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